// Use this for initialization void Start() { cursorDelaySeq = action.Sequence(); FFMessageBoard <UnBlockUseArea> .Connect(OnUnBlockUseArea, gameObject); FFMessageBoard <BlockUseArea> .Connect(OnBlockUseArea, gameObject); }
void SetupOnRope() { SetVelocityRef(new FFRef <Vector3>( () => OnRope.rope.VelocityAtDistUpRope(OnRope.distUpRope), (v) => {})); FFMessageBoard <RopeChange> .Connect(OnRopeChange, OnRope.rope.gameObject); }
// Use this for initialization void Start() { FFMessageBoard <GiveCoins> .Connect(OnGiveCoin, gameObject); FFMessageBoard <GiveObject> .Connect(OnGiveObject, gameObject); UpdateUI(); }
// Use this for initialization void Start() { FFMessageBoard <UseBegin> .Connect(OnUseBegin, gameObject); FFMessageBoard <Using> .Connect(OnUsing, gameObject); FFMessageBoard <QueryUsable> .Connect(OnQueryUsable, gameObject); }
// Use this for initialization void Start() { FFMessageBoard <ConfigurePopup> .Connect(OnConfiurePopup, gameObject); FFMessageBoard <PlayerInteract.LookingAt> .Connect(OnLookAt, gameObject); FFMessageBoard <PlayerInteract.LookingAway> .Connect(OnLookAway, gameObject); FFMessageBoard <PlayerInteract.Looking> .Connect(OnLooking, gameObject); FFMessageBoard <PlayerInteract.Use> .Connect(OnUse, gameObject); }
void Awake() { foreach (var group in damageGroups) { damageGroup |= group; } FFSystem.RegisterNetGameObject(gameObject, gameObject.name); FFMessageBoard <ApplyHealthEvent> .Connect(OnApplyHealth, gameObject); FFMessageBoard <EmptyHealthEvent> .Connect(OnHealthEmpty, gameObject); if (FFServer.isLocal == false) { FFMessageBoard <ExHealth> .Connect(OnServerUpdate, gameObject); } else { FFMessage <FFNetEvents.ClientConnectedEvent> .Connect(OnClientConnected); } }
void Awake() { bool localNetObject = FFSystem.RegisterNetGameObject(gameObject, "Player"); // Make Sequences MoveSeq = action.Sequence(); // Update Sequence // Input Events only if object was created by local source if (localNetObject) { FFMessage <FFLocalEvents.UpdateEvent> .Connect(OnUpdateEvent); PositionUpdateSeq = action.Sequence(); PositionUpdateSeq.Call(UpdatePositionCall); } FFMessageBoard <ExPlayerPositionUpdate> .Connect(OnPlayerPositionUpdate, gameObject); FFMessageBoard <ExPlayerMoveAction> .Connect(OnPlayerMoveAction, gameObject); FFMessageBoard <ExPlayerFireAction> .Connect(OnPlayerFireAction, gameObject); }
void Start() { FFMessageBoard <PlayerInteract.Use> .Connect(OnUse, gameObject); }
// Use this for initialization void Start() { fadeSeq = action.Sequence(); FFMessageBoard <ActivateUsableObject> .Connect(OnActivate, gameObject); }
// Better design pattern than ExEnemy1 which is far more scalable/easy. Also anything // as in other controlers can tie into this event when needed. This allows your sound // /animation/etc... controllers to connect to anything it needs related to an event // on this gameobject void Awake() { FFMessageBoard <ActivateEnemiesEvent> .Connect(activate, gameObject); FFMessageBoard <DeactivateEnemiesEvent> .Connect(deactivate, gameObject); }
// Use this for initialization void Start() { rigid = GetComponent <Rigidbody2D>(); FFMessageBoard <UseCompleted> .Connect(OnUseCompleted, gameObject); }
// Use this for initialization void Start() { FFMessageBoard <ActivateUsableObject> .Connect(OnActivate, gameObject); }